Showing posts with label Chaosium. Show all posts
Showing posts with label Chaosium. Show all posts

Sunday, August 27, 2017

Additional types of Warriors for Classic Stormbringer

Howdy, friends!  I'm back with another batch of goodies from the Stormbringer vault.

The classic Stormbringer rules state that any Warrior who rolls a 9 or 10 on a D10 also qualifies to be an assassin.  In our game, we expanded this concept to include other types of Warriors, as well.

We did something similar with the Thief class, and I'll probably be posting those rules at some point in the future. Both those rules and the rules published below are also compatible with my rules for crime and justice in the Young Kingdons, which I'm also really eager to share. And these rules all build upon my rules for starting languages in Stormbringer.

Enjoy!

Additional Types of Warriors

When a Warrior rolls a 9 or 10 on a D10 to qualify as an assassin, roll 1D100 and consult the following chart instead:

          Roll:                               Result:
         01-15                              Assassin
         16-20                              Monk
         21-30                              Archer
         31-35                              Handler
         36-45                              Minstrel
         46-56                              Marine
         57-70                              Scout
         71-85                              Quartermaster
         86-95                              Engineer
         96-00                              Commander

Results are as follows:

Assassin:  As in basic Stormbringer.

Monk: Living a monastic lifestyle in one of the greater Temples of the Young Kingdoms, the Monk picks up the following specialized skills:
  • Must have weapon proficiency in punching and kicking, one of which must be the first (50%) weapon proficiency selection.
  • One extra weapon proficiency at 25% in attack and parry.
  • Tumble 40%
  • Balance 30%
  • Plant Lore 20%
  • Move Quietly 20%
  • Speak Low Melnibonean 40%
  • Read/Write Low Melnibonean 20%
If the Monk's INT + POW are equal to 32 or more, the character is a Sorcerer of the first or second rank. The monk's monastic vows prevent the sorcerer from binding supernatural beings, but nothing prevents the monk from summoning these entities for a single use only.

Archer:  The elite soldiers of many armies, archers have the unique-- and valuable-- ability to kill from a distance.  Special skills include:
  • First (50%) weapon proficiency must be with a race-appropriate bow
  • Second and third (40% and 30%) proficiencies are reduced by -10% (making them 30% and 20%)
  • Craft (Bowyer) 25%
  • Craft (Fletcher) 65%
  • Hide 25%
  • Ambush 20%
Handler:  Animal handlers can be useful on any battlefield, complementing the attacks of armed human soldiers with the ferocity of trained attack animals. Benefits include:
  • Communication skill "(Animal) Lore" at 35% for one specific type of animal, depending upon race:
               --If human, receives 1D3 trained dogs, or 1 trained hawk
               --If Melnibonean, character is Dragon Master and receives Ride Dragon
                                   at 60%
               --If Pan Tangian, receives 1 trained tiger, but character must belong to
                                   the cult of Chardhros the Reaper.
               --If Myrhyn, receives 1D3 trained hawks or 1 trained eagle

Minstrel:  Character is one of the famed warrior-bards of the Young Kingdoms, often living by wits and thievery as much as by singing for his or her supper.
  • Juggle 30%
  • Orate 50%
  • Sing 50%
  • Music Lore 20%
  • Memorize 25%
  • Craft (Play Instrument) 65%
  • Speak Alley-Talk at (2D6)%
  • One additional spoken language at 40%
Marines: Simply put, these are Warriors aboard ships.
  • Tie Knot 25%
  • Climb 20%
  • Climb Riggings 40%
  • Swim 25%
  • Balance 30%
  • Craft (Shiphandling) (3D10)%
Scout:  Call them skirmishers, rangers, or scouts-- these elite woodsmen form the advance guard of any military unit.
  • Set Trap 20%
  • Ambush 40%
  • Track 30%
  • Hide 50%
  • See 30%
  • Search 25%
Quartermaster:  The "rear echelon" of any standing army, Quartermasters drive the supply train and keep troops fully provisioned.
  • -10% to all three initial weapons proficiencies
  • Persuade 25%
  • Credit 10%
  • Evaluate Treasure 35%
  • Conceal 30%
  • 40% chance of literacy in one language already spoken (Read/Write 35%)
  • 10% chance of Cut Purse at 25%

Engineer:  Siege warfare often requires the construction of earthworks, walls, towers, and tunnels. These specialists are often well-educated and highly-respected members of an army's leadership.
  • Craft (Architect) 25%
  • Craft (Stonemason) 50%
  • Craft (Mining) 30%
  • Craft (Carpenter) 20%
  • Make Map 35%
  • Set Trap 15%
  • Climb 20%
  • 50% chance of literacy in one language already spoken (Read/Write 50%)
Commander:  The character once commanded an army or large fighting company. Add 3D6 to the character's starting age, as well as the following skills:
  • Additional 2D4-2 skill improvements at character creation
  • Persuade 50%
  • Make Map 50%
  • Navigate 50%
  • Literate class (skill in Speak also counts toward Read/Write)
  • Double starting money
Additionally, Commanders roll 1D4 and consult the following table:

        Roll                    Result
          1               Character is considered an outlaw in the nation of his or her
                                   choice.
          2               As above, but character is also owed a favor by the ruler of a
                                   neighboring kingdom
          3              Character is a minor noble and owns property as a member
                                   of the Noble class.
          4               If Melnibonean-- character suffered humiliation of being driven
                                   out of Filkhar, Argimiliar, and/or Jharkor with the decline of
                                   the Bright Empire. Character is probably still hated by the
                                   populace of this nation.
                           If Pan Tangian-- character commanded a military campaign in
                                   Dharijour, and is an official of some importance there.
                                   Character starting languages are automatically Common
                                   100% and Mabden 20%, and, if character is also a noble,
                                   all properties owned are assumed to be in that nation.
                           Otherwise-- character was enslaved by either Pan Tang or
                                   Melnibone during a lost military campaign.

Friday, August 25, 2017

Starting Languages for classic Stormbringer

One thing which wasn't clearly addressed in the rules to classic Stormbringer was starting player character languages.

This short post provides our house rules on the matter.  Beginning characters must use their starting skill improvements to begin the game with language proficiencies which aren't listed below.

STARTING LANGUAGES

     Nationality                  Starting Spoken Languages

                                     Melnibone                     Common 100%
                                                                            Low Menibonean 60%
                                                                            High Melnibonean 40%*

                                      Pan Tang                        Common 100%
                                                                            Mabden 20%

                                                                                 -OR-

                                                                            Mabden 100%
                                                                            Common 20%

                                      Myrrhyn                         Myrrhyn 100%
                                                                            Common 80%

                                      Weeping Waste              Mong 100%
                                                                            Common 50%

                                      Org                                Orgjenn 100%

                                      Oin and Yu                     Yuric 100%

                                      Eshmir and Phum             'pande 100%

                                      Nodsokor                        Common 100%
                                                                              Alley-Talk 25%

                                      Others                             Common 100%

* Only if INT is 16 or above.

Saturday, August 12, 2017

Spells and spellcasting for classic Stormbringer (Post 3 of 3)

 This is the final post in a three-part series about my magic system for classic Stormbringer.  The first post in this series presented my rules for spell-casting, along with a partial spell list and list of spell descriptions, which was then continued in my second installment; today, I'm going to conclude the spell list, and provide a table for determining random spells which might be located on ancient scrolls or contained in magical grimoires. The random table can also be used to determine starting spells for a player character who qualifies to be a sorcerer.

We continue, then, with the list of spells and spell descriptions...


Supplantation of Material Reality
DIF: Special (see below)     Casting Time: 10D10 minutes     Duration: N/A
Required: 3 drams of quicksilver, a pinch of sulfur, a fistful of salt, 2 pints of clean water, caster tells an outrageous lie and it is believed prior to casting this spell (+1), casting takes place under a full moon (+3)
Description: This spell will cause an unusual or valuable object to appear to be quite mundane; for example a large gemstone could appear to be a small goose-egg, or a magical runesword could look like a bundle of kindling wood. This deceitful appearance will remain in effect until it has been dispelled by the caster or until another person successfully penetrates the illusion by stating the desire to disbelieve their own eyes (and by rolling their INTx3). The spell is also dispelled if the disguised item is handled in a manner inconsistent with its supposed purpose (e.g., swinging a broadsword will reveal that it is not a fish). The DIF of this spell is equal to the object's SIZ rating plus ten; double the DIF if the item is magical in nature.
Critical Failure: The item is actually transformed into what it appears to be; any bound entities have an opportunity to break their bindings as if the caster had failed a binding roll; any other magical properties are permanently lost unless the item can defeat the caster in a POW vs POW struggle. The only way to reverse this effect is by casting this spell again and achieving a critical success.  97+
Failure: The spell has no effect.
Critical Success: This illusion can only be disbelieved with a POWx1 roll.  03-

Touch of Eldren Mastery
DIF: 26     Casting Time: 1D6+1 rounds     Duration: Permanent
Required: A wand carved entirely of Eldren or Melnibonean bone*, caster is physically touching target (+5)
Description: This spell allows the caster to immediately inflict-- or to heal, if the caster so chooses-- one Major Wound. If used offensively (to attack), the caster rolls on Table [3.9.2.2] Major Wounds (page 47 of the Stormbringer rules), immediately applying the results (including any applicable statistic modifications) against the spell's target. No hit points are actually lost, but the target is still in danger of losing consciousness, and the affected individual must still receive medical attention within one hour or be forced to roll CON or less on 1D20 to avoid death; a successful roll still results in the loss of 1D6 points of CON, as described in [3.9.2] Major Wounds.
Critical Failure: The spell has the opposite effect (i.e., if used to heal, it will cause a Major Wound, and vice-versa). 00
Failure: If the spell was intended to heal a Major Wound, the spell's target takes 1D4-1 damage. If the spell was being used to cause a Major Wound, the caster takes 1D4 points of damage.
Critical Success: If the spell was being used to heal a Major Wound, the spell's target is also healed by up to its own Major Wound level in hit points. If the spell was being used to inflict a Major Wound, the spell's target will also take damage equaling his or her own Major Wound level.  01

Transcendance of Seeming Mortality
DIF: 22     Casting Time: 2D3 rounds     Duration: Special
Required: 1 dose of Hellebore, 2 fistfuls of rose petals, a peacock feather, a fine robe or cape (100LB value minimum)*, caster is accompanied by an entourage of servants and hangers-on (+4), caster is Melnibonean and is wearing Melnibonean plate armor (+2)*
Description: Upon casting, this spell causes the sorcerer to become imbued with a majestic-- perhaps even godlike-- aura of power. Those viewing the caster will be intimidated by his or her very grace and bearing, even awestruck by the caster's presence. For the duration of this spell, the caster receives a +20% ability bonus to all Communications skills. Crowds will silently part as the caster approaches, falling into a respectful hush as he or she approaches. Anyone wishing to attack the caster must first overcome their own feelings of awe and wonder by rolling less than their POWx3 on 1D100. This spell is somewhat unique in that it will remain in effect until dispelled, something which will only happen if one of the following three situations occurs:

  1. The caster voluntarily terminates the spell's effect.
  2. A Lord of Law or Chaos, or an Elemental Ruler, decided to dispel this magic.
  3. The caster fails a die roll-- any die roll-- although this means of dispelling may have dire consequences. The GM secretly rolls 3D6, recording the results, and the player character will automatically suffer critical failures for this many consecutive die rolls, commencing immediately. If the GM senses that the player is attempting to make 'non-essential' skill rolls in order to "use up" these automatic failures, the GM should feel fully justified in doubling or even tripling the number of remaining mandatory critical failures.

Critical Failure: The spell has no effect, although the caster is treated as if he or she had dispelled this magic by failing a die roll (see above). 93+
Failure: The spell has no effect.
Critical Success: If the caster fails a die roll while this skill is in effect, the GM rolls 2D4-1 instead of 3D6.

Marvel Comics Group, Conan the Barbarian, issue # 14

Triumph of Jaded Essences
DIF: 19     Casting Time: 1D3 rounds     Duration: Special (see below)
Required: 1 does of Hellebore (+6), ground horn of a ram, 3 drops of perspiration from a champion athelete (+2), blood from a fallen warrior (+2), a leaf of creeping ivy.
Description: Once this spell has been cast, the sorcerer may engage a single opponent (whose combined INT and POW must equal 32 or more) in a mystical psychic sorcerer's duel of POW vs POW. This duel is continued, round after round, until one of the two opponents has accumulated three consecutive victories; neither duelist may take any other action until this has been completed, and any physical damage taken by either duelist affects both equally for so long as the struggle continues. Once one of the two opponents has accumulated three consecutive victories, he or she may hold their vanquished foe in a state of stasis, or psychic paralysis, for so long as he or she concentrates. The loser's POW is permanently reduced by 1D3-1. If this spell is cast on an opponent whose INT and POW produce a sum of 31 or less, its caster automatically forfeits the first two rounds of this psychic duel; most sorcerers will only cast this spell upon opponents who are already known to a certainty to be sorcerers so that this doesn't happen.
Critical Failure: The caster's opponent need only prevail in a single POW vs POW victory to prevail, although the caster still requires three consecutive victories in order to win.  Additionally, if sum of the spell's target has a combined INT and POW of 32 or less, that target may select any other Attribute (i.e., other than POW) to be used by both combatants in their next opposed roll. 99+
Failure: The spell has no effect.
Critical Success: The caster may re-roll any single POW vs POW struggle which was won by his or her opponent during their psychic duel. Additionally, if the spell's target has a combined INT and POW of 32 or less, the caster may elect to end the spell at that point instead of forfeiting the first two rounds of their psychic duel.
Critical Failure: The caster's opponent needs only achieve a single POW vs POW victory in order to win the duel, although the caster sill requires three consecutive wins to triumph. Additionally, if the spell's target has a combined INT plus POW of 31 or less, that target may choose a different attribute (rather than POW) to be used in opposed rolls for purposes of determining the duel's outcome. 98+
Failure: The caster may not take any actions on the next combat round, but the spell has no other effect.
Critical Success: The caster may re-roll the results of any single POW vs POW roll which has been won by his or her opponent during the duel, provided that it isn't the third consecutive win for that duelist. Additionally, if it is revealed that the caster's opponent has a combined INT and POW which equal 31 or less, the caster may opt to terminate the spell immediately rather than forfeiting the first two rounds of the duel. 03-

Vengeance of the Ancient Drake-Lords
DIF: 25     Casting Time: 1 combat round     Duration: next combat round
Required: A hand-held weapon made of metal *, bark from a tree which was destroyed by lightning (+10).
Description: The next strike made with this weapon will deliver an additional 2D10 points of damage from electric shock. Metal armor will not protect against this extra damage, as metal conducts electricity, but it will defend against the weapon's normal (nonmagical) damage. Metal weapons used to parry this weapon's strike will also conduct the additional 2D10 damage, provided that the target is actually holding a metal part of that weapon in his or her hands. This additional damage must be delivered in the combat round immediately after the round in which the spell is cast (i.e., the spell's effects cannot be 'held' until needed), because the spell expires one round after the round in which it was cast. Demon or virtuous armor defends normally against this additional electricity damage, as do wardpacts.
Critical Failure: The caster immediately takes 2D10 points of electrical damage, as described above, and as "Failure," below. 91+
Failure: Caster is stunned, and cannot parry or take any other action whatsoever for 1D3 combat rounds.
Critical Success: The damage delivered by this weapon is increased to 2D10+10 points of electrical damage, as described above. 01

Warding Stone of Deep Earth's Blood
DIF: 20     Casting Time: 2D10 minutes     Duration: 2D4 days
Required: a huge boulder or stone block*, 1 dose of Hellebore (+2), 4 drops of morning dew, chisel or other tool for inscribing rune on stone surface*, litter from the abandoned nest of an eagle
Description: By casting this spell, the sorcerer turns a large stone or rock into a powerful ward which will both repel and repulse lesser demons. Such demons will not willingly pass within 20 feet of the stone, and bound demons must make a POW vs 25 roll to do so if bidden by its master (or if their binding object is carried within the spell's area of effect). Failure on this roll will allow that demon to engage its own master in a POW vs POW roll in an attempt to break its binding; if successful, the demon will spend the spell's remaining duration fleeing from the stone's location, departing from the material plane altogether if able to do so. Demons may not be summoned to the stone's location, and this spell has no effect on Virtues or elementals.
Critical Failure: The stone violently shatters, delivering 2D6 physical damage to the caster and anyone else within 20 feet. 95+
Failure: The spell has no effect, although the caster will believe that it was successfully cast.
Critical Success: Double the spell's area of effect (40' radius), double the spell's duration (2D4x2 days), and demons must now make a POW vs 35 roll to willingly enter the spell's area of effect. 03-

Weave of Luminous Phosphorescence
DIF: 19     Casting Time: 1D6+4 hours     Duration: Special
Required: Spell cast at night, spell cast under a full moon (+4) or at least between the first and third quarters(+9), a small kettle*, a magnifying glass*, and small pair of tongs or tweezers*.
Description: As the caster chants beneath a moonlight sky, the quality of that light gradually becomes milkier and waxier, allowing the caster to condense it and collect it in a small kettle. The caster can then use tongs or tweezers to draw a single strand of that condensed moonlight from the kettle, affixing it to any solid surface, spooling the thread behind as he or she walks, so that its other end may be affixed to another surface-- effectively hanging a thread of moonlight between two solid objects. In this manner, after several hours, the caster is able to slowly spin and construct a fine, very faintly glowing, silky web of moonbeam filaments. This web will have a SIZ rating equal to twice the number of hours spent in its casting. The web will also be nearly invisible, requiring a successful SEE roll at -20% in order to spot it. Any creature moving through the webbed area must make a DEX vs SIZ roll to avoid making contact with one of its strands, and if contact is so made, must make a TUMBLE or FLY roll to avoid becoming ensnared. Once a creature has become entangled in the moon-web, it may attempt to roll STRx2 or less on D100 to escape. A successful escape performed in this manner will reduce the web's SIZ by 1. The web will dissipate, freeing any ensnared beings, at dawn, only to reappear at the following sunset with an additional SIZ reduction of 1.
Critical Failure: Obviously, the caster becomes hopelessly tangled within his own web until sunrise, unless he or she is able to roll STRx2 or less on 1D100.  98+
Failure: The web dissolves as soon as it has been completed, leaving nothing but a few faintly glowing strands willowing in the evening breeze. The spell has no effect.
Critical Success: The caster's web has an effective SIZ rating of three times its casting time in hours, and those ensnared within it must roll their STR or less to tear themselves free from its strands.  02-

Whispering Touch of the Intellect's Divining Will
DIF: Special (see below)     Casting Time: 1D4+1 rounds     Duration: 1D3 rounds
Required: Caster is touching the spell's subject (+3) and has eye contact with the spell's subject (additional +2), caster's INT is higher than subject's INT (+2), spell's subject is awake (+9), a piece of knotted leather cord*, a lit candle (+1)*, caster possesses an personal item which belonged to the spell's target.
Description: This spell allows the caster to read the thoughts of a single living mortal. The DIF of this spell is equal to 2D6+2 plus one half the spell target's INT rating (rounded down). Once the spell has been cast, the caster may attempt to access one specific piece of information in the spell target's mind by rolling his own INTx3 on 1D100; once such attempt may be made per round that this spell is in effect. If this INT roll is successful, the spell's target must clearly share whatever information the caster is seeking-- although that information will be as the target understands it, and that understanding might or might not be accurate. This sharing takes place "out of character," and no actual words need to be exchanged between the caster and the spell's target. At the spell's conclusion, the spell's target can attempt to roll his or her own POW or less on 2D10+2D8 to see if the target is aware that his or her mind has been read, although the character will not know what, if any, information was revealed to the spell's caster.
Critical Failure: The caster permanently loses 1 point of POW or 2 points of INT (player's choice), and as below under "Failure."  99+
Failure:  Caster is stunned and incapable of taking action for 1D3 rounds.
Critical Success:  The caster can automatically access specific information once per round while the spell is in effect without having to roll INTx3.  04-


Random Spell Determination

If the GM needs to randomly determine a spell for any reason-- the recommended method for determine which spells player characters begin the game with-- he or she may roll 1D100 and consult the chart below:

     D100 Result:                                   Spell Name
     01-03                                      Bitter Comfort of the Mortal Coil
     04-05                                      Caparison of Bone
     06-10                                      Circle of Troth
     11-14                                      Commune the Principality Unseen
     15-16                                      Concealing Mists of Spirit, Air, and Water True
       17                                          Dedicate the Wealden Aspect
     18-20                                      Dharzi Gibber-Speech
     21-23          Directed Spirit of Reductive
                                   Essences
     24-25          Divine the Summoner's Mind
     25-28          Drawing Down the Portal
                                   Unknown
     29-32          Embodiment of the
                                   Homonculous
     33-34          Evocation of Blinded Cognition
        35            Grim Rescission of Mortal
                                   Devastation
     36-39          Holy Suspension of Empyrean
                                   Regulation
     40-42          Inhabitation of Cold Steel
     43-46          Joining of Kindred Will and
                                   Spirit
     47-48          Lessening of the Infernal
                                    Protector's Might

     49-53                                       Minor Restoration
     54-58                                       Ocean Call of the Zephyr
     59-62                                       Refuge of the Dragon Princes
     63-64                                       Regression of Mortal Generation
        65                                          Rending Immolation of Heaven and Earth
     66-68                                       Restoration of the Multitude's Sundered Identity
     69-70                                       Reversing the Stream of Perceived Chronology
     71-75                                       Supplantation of Perceived Chronology
     76-77                                       Touch of Eldren Mastery
     78-80                                       Transcendence of Seeming Mortality
     81-84                                       Triumph of Jaded Essences
     85-87                                       Vengeance of the Ancient Drake-Lords
     88-92                                       Warding Stone of Deep Earth's Blood
     93-96                                       Weave of Luminous Phosphorescence
     97-00                                       Whispering Touch of the Intellect's Divining Will

Wednesday, August 9, 2017

Spells and spellcasting for classic Stormbringer (Post 2 of 3)

This is the second of three posts about my rules system for magic and spellcasting in classic Stormbringer. It picks up right where the previous post left off, with individual spell descriptions.  Please see the first post in this series for the rules mechanics that this magic system uses.

Here, then, is the next spell in the series...

Holy Suspension of Empyrean Regulation
DIF: 18     Casting Time: 1D3 rounds     Duration: 2D4+1 rounds
Required: Wings of a dragonfly (+2), tongue of a snake (+4), whiskers of an alley or barn cat (+1), plumage of a hummingbird (+1)
Description: Casting this spell upon a willing target-- either the caster himself, or another person-- accelerates that person's senses and reaction time, allowing that individual to perform superhuman feats of quickness. For the duration of this spell, all of the subject's movement rates are tripled. The character may also take two actions per combat round (once whenever the character chooses to act, regardless of initiative order, and once again after everyone else has acted). Finally, the character's DODGE, TUMBLE, JUGGLE, and SLEIGHT OF HAND skill bonuses are all tripled (if those bonuses are positive modifiers-- use normal skill bonuses if they're negative modifiers) for the duration of this spell.
Critical Failure: The target's reaction time is actually slowed instead of speeding up, so that he or she may only act once every second or third round (and the character always acts last on each of those rounds). In this case, the spell remains in effect until the character has taken 2D4+1 actions (instead of 2D4+1 rounds). 93+
Failure: The target may take no action whatsoever on his or her next turn.
Critical Success:  The target is able to take three actions per combat round for the normal duration of this spell.  This additional action takes place at the beginning of each round, before anyone else has acted. 02-

Inhabitation of Cold Steel
DIF: 23     Casting Time: 1D3 combat rounds     Duration: 3D4+2 combat rounds
Required: Any one-handed melee weapon*, a glove or gauntlet*, a piece of shell from a dragon's egg*, a drop of human blood (not the caster's)
Description: This spell will cause a single hand weapon to animate and fight on the caster's behalf. The weapon can be used to guard a particular location or person, block a passage or hallway, or relentlessly attack a specified enemy, which it will do for the entire duration of the spell. Magical weapons, or weapons containing bound entities, may not be animated by means of this spell. The weapon used in this casting will make attacks at 45% (plus the caster' own attack bonus for that weapon type) and parries at 55% (plus the caster's own parry bonus for that weapon type). Initiative for the animated weapon is determined normally, using the caster's own statistics to determine combat order. This spell is dispelled if the weapon is broken (as described in Stormbringer combat rules, or if the weapon "takes" damage exceeding the caster's POW rating in a single round.
Critical Failure: Naturally, the animated weapon immediately begins to attack the caster, and will continue to do so for the duration of this spell. 99+
Failure: The spell has no effect.
Critical Success: The weapon is capable of making 1D4 attacks per round (roll 1D4 each round to determine the number of attacks) while this spell is in effect. 02-

Joining of Kindred Will and Spirit
DIF: 23     Casting Time: Varies (see below)     Duration: N/A
Required: Two doses of Hellebore
Description: Through the use of this spell, the caster is able to assist another sorcerer with that sorcerer's own summoning and binding attempt. The caster begins chanting this spell's incantations at the same time that the other sorcerer begins his conjuration, and the casting time for this spell exactly equals the time required to summon and attempt to bind the type of entity being sought. When the summoner begins his attempt to bind the spirit so summoned, the caster makes a POW vs DIF roll to determine whether he or she will be able to assist, before the summoner makes his or her own summoning and binding rolls. If this POW vs DIF roll is successful, the summoner may add one-third of the caster's POW rating (rounded up) to his or her own POW for purposes of determining whether the summoning and binding were successful (use INT instead of POW when embodying virtues). This temporary boost is only for purposes of that single summoning and binding attempt, and only one such attempt may be made per casting of this spell. The caster is unable to take any other actions until the binding attempt has been completed, or the benefits gained from this spell are lost. The GM and caster should keep the success or failure of this spell a secret until the summoner begins to make summoning and binding rolls.
Critical Failure: Instead of boosting the summoner's POW rating by one-third of the caster's POW (rounded up), this spell actually decreases it by the same amount. Additionally, the caster falls into a deep trance for 1D10 rounds, making him or her extremely vulnerable to attacks by angry (and unbound) entities. 92+
Failure: The summoner's POW is unaffected, but the caster falls into a deep trance for 1D3 rounds.
Critical Success: The summoner's POW is temporarily boosted by an amount equal to one-half of the caster's POW (rounded down), instead of the usual one-third (rounded up). 03-

Lessening of the Infernal Protector's Might
DIF: Special (see below)     Casting Time: 2D4+1 rounds     Duration: 1D3 rounds
Required: Caster is capable of summoning demons of protection (+5)
Description: This spell can be used to safely bypass demon doors without first defeating them in a POW struggle. Once cast upon a particular door, it will become inert and ineffective for the entire duration of this spell. Each caster may only make a single attempt to cast this spell against a particular demon door-- further casting attempts will automatically fail. The DIF of this spell is equal to the POW of the demon door plus two.
Critical Failure: The caster immediately loses 1D4 points of POW, and must then defend against the demon door's normal POW vs POW attack. 99+
Failure: The spell has no effect.
Critical Success: The spell functions normally, and the future this particular demon door will allow the caster-- and only the caster-- unrestricted access to whatever lies beyond. 02-

Minor Restoration
DIF: 20     Casting Time: 24 hours     Duration: Permanent
Required: None
Description: This is a minor healing spell which the shamans and priests of every continent have heard of. During the entire 24-hour casting period, the spell's target will experience accelerated healing, providing that he or she rests for the entire day. At the end of this full day of recuperation, the spell's target will have healed 1D2 points of damage (above and beyond normal healing), provided that the caster succeeds with his or her POW vs DIF roll.
Critical Failure: The spell's target will not regain any hit points, and must roll to avoid a nasty infection (or other complication, as appropriate). Treat this as a potentially fatal disease (see "Damage from Disease, section 3.9.4.4). 00
Failure: The spell has no effect.
Critical Success: The spell's target regains an additional hit point, and, if the caster is also wounded, he or she will also regain 1D2-1 hit points. 02-

Ocean Call of the Zephyr
DIF: 19     Casting Time: 1D4 rounds     Duration: 1D10+10 rounds
Required: a boat with sail at sea*, a wooden cup or bowl*, a quantity of the caster's own blood (1D4 damage points' worth), a horn or trumpet (+5)*, incense or aromatic herbs (+1), 3 strands of silk from a spider's web
Description: This spell creates a localized gust of wind across the ocean's surface, which can propel the caster's boat or ship at twice its normal movement rate (or, alternatively, can hinder another ship or boat's movement, causing it to move at one-half it normal rate of sail). Either way, the target vessel must be moving by sail (as opposed to being rowed).
Critical Failure: The caster's boat is capsized by a sudden gale which appears out of nowhere and dissipates almost as quickly. 98+
Failure: The spell has no effect.
Critical Success: The target vessel may either move at 4x normal speed or be slowed to one-fourth its normal speed, OR the caster may elect to double the spell's duration. 05-

Refuge of the Dragon Princes
DIF: 21     Casting Time: 1D6 rounds     Duration: 3D6 rounds
Required: a dragon's scale (+3), 1 dram of ground tortoise-shell, the carapace of a red desert scorpion, an egg, a large pearl*
Description: This spell creates an invisible magic shield around the caster (and up to two other individuals, if the caster so desires). Treat this shield as if it were demon armor (CON 15, POW equals the caster's own POW) for purposes of determining damage. Note that this shield blocks attacks made from within the shield against those outside of it as well as blocking attack made from outside the shield against those within it. Also note that even though the magical shield functions like demon armor, it isn't truly demonic in nature or origin.
Critical Failure: The magical shield will still block attacks made from inside the shield against those on the outside, but will have no defensive benefit whatsoever to those within it. 97+
Failure: The spell has no effect.
Critical Success: The shield will protect those within it, but will not block attack made from inside it against those on the outside. 02-

Regression of Mortal Generation
DIF: 23     Casting Time: 1D3+1 hours     Duration: Special
Required: The blood of a great black ape diluted with wine or other fermented beverage; two sprigs of flowering asphodel, one bunch of chaosweed, a small dried lizard, the skull of an olab (+3 if the caster is Melnibonean; no penalty if caster is of another race)
Description: The caster-- or another willing target-- is transformed into a hulking, primitive brute, incapable of true reasoning. This primitive beast will be entirely focused on accomplishing a single task (one simple enough to be articulated by the caster in no more than five words) and cannot be deterred or distracted from accomplishing that goal short of being killed. Once this objective has been accomplished, the spell's effects will begin to fade (in game terms, the spell will expire 1D6+1 rounds after this takes place). For the entire duration of this spell-- from its successful casting to its expiration-- make the following adjustments to the target's characteristics and derived bonuses: reduce INT and CHA to a maximum of 1D3 each; add 2D6 to STR; add 2D8+2 to CON; add 1D2 to SIZ; subtract 1D4 from DEX if it is already 8 or more. The character cannot use any 'mental' skills or perform feats of magic while this spell is in effect, and is incapable of using any weapons more complex than a cudgel. Any wounds taken by the spell's target are first applied against the extra hit points provided by the character's temporary rise in CON, so that the character will not take any permanent damage against his or her normal hit points until this number has been exceeded.
Critical Failure: The spell's target is permanently altered, and will be too stupid to remember his or her goal. It is likely that the beast will attack the other characters before fleeing into the woods (create a new character). 97+
Failure: The caster loses 1D2-1 points of INT and the spell has no other effect.
Critical Success: The caster may mentally dispel this magic at any time, regardless of whether the target's assigned mission has been accomplished.  05-

Rending Immolation of Heaven and Earth
DIF: 25     Casting Time: (1D10) x 12 rounds     Duration: Special (see below)
Required: a live raven, a pile of smoldering coals, a brass oil lamp, a human skull, a sack of ashes, 5 drams of sulfur, 1 dose of Hellebore, a pair of iron pincers, an anvil, over 100 lit candles, a human sacrifice (+10)
Description: The few surviving copies of this ancient Melnibonean text are incomplete, making its casting a very dangerous proposition. Upon successful casting of this spell, the caster has 1D3-1 rounds to flee the site of its casting (usually via the services of a teleport demon) before everything within 1000 yards of the caster is obliterated in a bath of flaming destruction from above. Characters caught within this radius of effect are doomed unless they can duck underground for cover, or are protected by very heavy earthworks; in either case, they must roll POWx1 or be annihilated in the fiery blast. The ancient Melniboneans considered this spell to be a most potent form of battle-magic, often sending a a sorcerer or two into battle with a few thousand sacrificial slave-warriors for protection, just so that this spell could be used to wreak havoc on the armies of the Emperor's enemies.
Critical Failure: The effects of this spell are concentrated upon the caster, regardless of where the caster happens to be when they occur. The sudden blast of hellfire will simply follow the caster, even if he or she has fled to another plane of existence.  85+
Failure: Caster explodes in a flaming mess, inflicting 1D6 damage upon all within ten feet.
Critical Success: Caster automatically has three full rounds to flee the 1000' area of effect for this spell, and receives a permanent POW increase of 1D3 points. 01

Restoration of the Multitude's Sundered Identity
DIF: 17     Casting Time: 1D10+10 rounds     Duration: Special
Required: A podium, balcony, stump, soap-box, or other place suitable for addressing a crowd (+4)*, clean, bright clothing (+2)*, expensive oils or perfumes (+1), 1 glass of good wine (+1)
Description: This spell enables the caster to mesmerize large groups of people (usually an audience of at least 100 individuals) by delivering an impassioned speech containing some sort of 'call to action.' The use of this spell differs from the ORATE skill, which can also be used to sway large crowds, in that it charms people magically, whereas the use of ORATE persuades people with words. Most of the spell's subjects are not permanently persuaded of anything; the majority will eventually revert to previously-held points of view, and will likely suspect that something magical or unnatural clouded their reason, while a smaller core will be converted to the caster's cause. The game mechanics for this spell are fairly simple: with a successful casting, a portion of the caster's audience (three times the caster's CHA, as a percentage) can be compelled to take a specific action which the caster openly called upon them to take during a public speech delivered by the caster (this action is usually a simple command-- something which the caster can express in a sentence of seven to ten words, plus the reason that the crowd should undertake it). These converts will become a mob bent on furthering the caster's stated goal (as they understand it). Of these converted audience members, a further percentage equal to the caster's ORATE skill will be permanent converts, with a strong belief in the moral imperative of the caster's call to action, and these 'true believers' may even band together in clandestine organizations once the spell is no longer in effect to further act towards the specific goal articulated in the caster's speech. Once the spell has been successfully cast and an angry mob has formed, the larger total audience will begin to dwindle over the next 2D6 rounds, until only the caster's mob and the smaller group of true believers within it remain. At this point, the caster can incite that mob to violence with a single successful ORATE roll, and the resulting frenzy of mob violence will continue for as many minutes as this ORATE roll succeeded by. Once this frenzy has ended-- or as soon as authorities respond with force-- the remaining crowd will disperse, although as mentioned above, the 'true believers' within that mob will not abandon the caster's cause.
Critical Failure: The entire audience is offended by the caster, becoming an angry mob, intent on rending the caster (and any companions) limb from limb. 95+
Failure: A percentage of the audience equal to twice the caster's CHA is temporarily swayed by the caster's words, but a percentage of its remaining members equal to three times the caster's CHA will become outraged against the caster. There is a 50% chance that the two sides will violently clash for 2D4-1 combat rounds, at which point the caster should make an ORATE roll to see which side prevails (a successful roll means that the caster's side is victorious, while a failed roll means that those outraged against the caster have won; this skill roll is just a game mechanic, with the caster delivering no actual speech or oration). If the side opposed to the caster prevails, the crowd will then pursue the caster to deliver a rough form of mob justice. If the two sides do not clash in the streets, each faction will taunt and jeer the other, with tensions remaining high, for 1D20 times three minutes-- and then the crowd will disperse.
Critical Success: The audience will unite behind the caster, with 100% of the audience members becoming temporary converts and a percentage equal to the caster's ORATE skill becoming 'true believers.' The caster can incite the mob to violence at any time with a successful ORATE roll, with the violence continuing for as many minutes as this ORATE roll succeeded by times five.  03-

Reversing the Stream of Perceived Chronology
DIF: 25 (+1 per extra person affected)    Casting Time: 17+1D6 hours    Duration: Special
Required: A small hourglass*, a handful of autumn leaves, several pressed or dried flowers, a portrait of a recently-deceased individual (death must have occurred within one lunar month, or 28 days)*, ritual is cast by moonlight (+1), a sundial*, an antique item (at least 100 years old)*, a tome of history*, the umbilical cord of a newborn child less than one year old, a butterfly, ten acorns, all persons affected by the spell (including caster) permanently sacrifice one attribute point.
Description: This spell will send the caster and up to a half-dozen or so compnions back in time by exactly twenty-four hours. The caster and all companions will appear in the exact places that they were twenty-four hours ago, doing the exact same things with the exact same people. Any personal items lost during the previous twenty-four hours will be returned, and any personal items acquired during the previous twenty-four hours will be lost. The characters' hit points will be returned to the same number of hit points that they had twenty-four hours previously. Events which had previously occurred between this point in time and the time that the spell was cast may be repeated or altered, as the players choose, although any skill rolls taken during this period must be re-rolled whenever an action from the previous twenty-four hours is repeated. Any character who originally died in the "original" time stream, however, is still fated to meet his or her demise, except that this time they will have an ill foreboding of their impending doom. Such characters will die "again" in a similar manner, but not always in the exact same way, that they died in the "original" time stream. Due to the lengthy casting time required for this spell, the caster should begin the necessary rituals immediately after the occurrence of an event that he or she wishes to alter, or the caster and company may find themselves returned to a point in the past where it is too late to change that historical event. Until the "original" twenty-four hours have passed, and the caster and companions have progressed to the point in the "present" where this spell originally took effect, the caster must sacrifice an additional 1D6 points of POW to make further attempts to cast this spell, and an additional 2D6 points of POW for any further attempts beyond that, so that it becomes progressively more difficult to cast this spell and repeat the same chronology of events more than once.
Critical Failure: The caster (and all companions) are hurtled back in time much further than originally intended; this could be during the reign of Iumbric III, Child-Emperor of the Bright Kingdom, or even an age when dinosaurs roamed the Young Kingdoms (GM's choice). 94+
Failure: Double the number of attribute points permanently by each spell subject (to 2).  The spell has no effect.
Critical Success: The caster may choose any point of time within the last 3D12+24 hours to return to, and any characters slain during this period can be "rescued" by the time-traveling players. Additionally, all attribute points sacrificed during the casting of this spell will be restored when the characters have "progressed" back into "present time." 02-

I'll try to finish this series with a third and final blog post within the next few days...

Monday, August 7, 2017

Spells and spellcasting for classic Stormbringer (Post 1 of 3)

I wrote these rules in fits and starts between about 1990 and 1993, and although a few typewritten hard copies were circulated among friends and acquaintances throughout the 90s-- mostly among people I knew from the convention circuit-- I don't believe that they've never been posted online before.

Since this is a complete rules system and includes a full selection of spells for characters to use, there's a lot of content in this material-- I think I'll be splitting it up into around three blog posts.  The third and final post will include a random spell table, for use when determining each sorcerer's starting spells or which spells might be included in a particular grimoire.

I was really proud of this rules system, which seemed to mesh seamlessly with the first few editions of Stormbringer while also filling in a pretty significant gap in the game.  Spellcasting, using these rules, manages to add flavor and give players a few new abilities without allowing character power levels to creep. They aren't terribly balanced, and this is by design, but they have been playtested fairly extensively. Most of the spells in this system are unreliable or unpredictable-- maybe even dangerous.  I knew that I had finished working on a spell when a player said, "This is horrible! Why would I ever even WANT to cast this?" and then they found a reason to use the spell in-game anyway.

If I do say so myself, these rules for casting magic spells are a better fit with the system and setting than anything that was later published for the Stormbringer or Elric! product lines-- but I'll let you be the judge of that.  Be kind, my friends.




Spell-Casting for Stormbringer

These rules provide GM's with a simple yet realistic system for handling spell-casting in any of the Eternal Champion games.  Players should be reminded that the summoning and binding of supernatural entities is still the primary form of magic practiced in the Young Kingdoms.  Nothing in these rules is intended to supplant or replace the rules for sorcery as presented in Stormbringer.

Newly created sorcerers should roll 1D4-2, adding the result to their rank at sorcery, to determine how many spells are initially known by their characters.  An established player character may learn new spells by studying them from a grimoire or spell-book (requiring a total of 30-INT weeks of intensive study), or by receiving personal instruction from another sorcerer who already knows the spell in question (requiring 20-INT weeks of training).  In either case, the sorcerer must make a successful Memorize roll at the end of this period of study in order to successfully add the spell to his repertoire.

The total number of spells learned by a given character cannot exceed one-third (rounded down) of his or her INT rating.  Once learned, a spell cannot be unlearned, making most sorcerers very selective about which particular spells they study.

Spell Terminology

Individual spells will be presented in the following format:

 DIF:  The Difficulty of casting a particular spell is given here, since some spells are harder to cast than others.  Characters attempting a given spell must make a successful POW vs. DIF roll against this rating in order for the spell to succeed.

A spell's DIF may be increased, making it harder to cast, if the character lacks some or all of the required ingredients for its casting; see the section covering "Requirements," below.

Casting Time:  This is the length of time required to cast a particular spell.  For this length of time the caster may take no other actions-- not even parrying an attack-- without abandoning the spell casting.  Casting time may be given in rounds, minutes, or hours (or perhaps even in days or weeks, although in this case it is assumed that the character can take short breaks away from the ritual to eat and sleep, as necessary).  The spell's success roll (POW vs. DIF) is not made until the required casting period has been completed.

Please remember, when considering casting time, that one combat round is equal to twelve seconds, and that there are five combat rounds in one minute.

Duration:  This is the length of time that the spell will normally remain in effect once it has been successfully cast.  The spell's duration may, in some cases, by modified by critical failures or successes in the casting roll, and certain spells remain in effect until dispelled by their caster.  See individual spell descriptions for more information about this.

Requirements:  Here are listed the ingredients and circumstances which are required in order for the spell to be cast.  Generally speaking, a spell may not even be attempted unless these prerequisites are met.

Requirements marked by an asterisk (*) are not consumed during the casting of the spell, and may be re-used in later casting attempts.  Items which are not so marked are considered to be "used up" during the casting process.  This "using up" occurs whether the spell is cast successfully or not.

Some of the requirements listed for a particular spell may be followed by a number in parenthesis.  This means that that individual item or circumstance isn't absolutely necessary to cast the spell-- if that prerequisite isn't met, simply add the number in parenthesis to the spell's DIF rating before rolling for spell success.  In other words, these items and circumstances are an exception to the rule that all requirements must be met before casting a spell, but not having that particular item will greatly increase the difficulty (DIF) of that particular spell.  If a listed requirement isn't followed by a number in parenthesis, the spell cannot be attempted without it.

Description:  This block of text is where the spell's specific effects are described in detail.

Critical Failure:  Spell-casting is inherently very risky.  This section describes the consequences of a character failing critically on his or her POW vs. DIF casting roll.  A roll is considered a critical failure if its results are equal to or greater than the number given here, even if those results would otherwise be a success on the POW vs POW table.

Magic-- particularly the casting of spells-- isn't commonplace in the Young Kingdoms.  Sorcerers typically bring about magical effects in the Young Kingdoms through the summoning and binding of supernatural entities.  The penalties for making a critical failure during spell-casting are intentionally very harsh to help enforce the rarity of this type of magic.  These penalties are also consistent with those presented for failed summoning and binding rolls (as presented in the Stormbringer rules) to prevent spell-casting from becoming a short-cut to power or a means to bypass the risks associated with other Young Kingdoms magic.

Failure:  This section describes what will happen if the spell roll fails, but its result is still below the Critical Failure number.  If no entry is provided here for a particular spell, the failed casting simply has no effect.

As with critical failures, there are sometimes dire penalties associated with non-critical spell failures.  Magic is not a thing to be taken lightly in the Young Kingdoms.

Critical Success:  Sometimes a spell will be cast exceptionally well, resulting in spectacular effects.  If the caster succeeds critically on the POW vs. DIF casting roll, apply the spell results provided here.  A roll is only considered to be a critical success if its results are less than or equal to the number in this section.

Individual Spell Descriptions

Bitter Comfort of the Mortal Coil
DIF: 18     Casting Time: 1D6 Rounds     Duration: N/A
Required:  Clean bandages, pure water, salt, a source of flame, and two glasses of wine.
Description: The caster rolls 5D10+50 to determine what percentage of the target's missing hit points are magically restored (rounded up). The caster also suffers a loss of hit points equal to 50% of the total hit points restored (also rounded up). The caster may not cast this spell upon himself, and this spell can never raise a character's hit point total higher than its normal hit point value. Note that this spell is only effective upon a willing target, who must fully participate in the ritual for the duration of the spell's casting time.
Critical Failure: The target must roll CONx2 or die, and the caster loses the same number of hit points that the target was initially missing.  95+
Failure:  Target must roll CONx6 or die; caster loses 1D4-1 hit points.
Critical Success: All of the target's missing hit points are restored, and the caster takes no damage. 02-

Caparison of Bone
DIF: 18     Casting Time: 1D4+1 Rounds     Duration: Special (see below)
Required: The meaty part of a snail, ground clamshells, a human knuckle bone*, a ring of small stones encircling the caster (+3)*.
Description: Upon the successful casting of this spell, the sorcerer will begin to thrash around violently in indescribable pain and agony for the next 1D6 rounds, taking 1 point of damage per round. At the end of this period, a series of bony plates will begin to emerge from the caster's flesh. These plates provide 1D10+1D6+2 in (non-magical) armor protection, but also temporarily reduce the caster's DEX by 50% (rounded down). The character's CHA is temporarily reduced to 1 and size is temporarily increased by 1. The weight and rigidity of the character's new exoskeleton make it impossible for the character to use the following skills: CLIMB, JUMP, RIDE, BALANCE, JUGGLE, SLEIGHT OF HAND, MOVE SILENTLY, TUMBLE, CRAFT, and DODGE. Regardless of the character's effective DEX rating, he will move and attack last in any given combat round. The duration of this spell is equal to the number of rounds that it took for the transformation to occur, only in minutes instead of rounds (one minute equals twelve rounds, so multiply by twelve). At the spell's conclusion, the caster is again incapacitated while reverting to his normal form, but this second period of incapacitation only takes 1D4 rounds, and this time no physical damage is taken.
Critical Failure: The effects of this spell are permanent, and the caster must roll POWx1 or less on 1D100 or be driven permanently and irrevocably insane (character becomes NPC).  00
Failure: Character thrashes around in pain and agony for 1D6 rounds as bony plates of armor emerge from his or her flesh, taking 1 point of damage per round, and then immediately endures another 1D4 of incapacitation as the plates are re-absorbed into his or her body and the spell ends.
Critical Success: Caster is not incapacitated for any length of time at the spell's beginning or end, taking no damage during either transformation (both take place painlessly and instantaneously).  The caster may remain
armored in bone for 1D4 hours, although the caster may terminate the effects of this spell sooner if desired. 10-

Circle of Troth
DIF: 20     Casting Time: 1D4+1 hours     Duration: Special (see below)
Required: Writing utensil and parchment*, the tail-feather of a white dove, a small bowl containing the blood of the caster which has been mingled with that of all other participants.
Description: When this spell has been successfully cast, both the caster and all other willing participants become bound to the terms of a mutually agreed-upon pact, which is then committed to parchment in the blood of the oathtakers.  The inscribed document must be legible and understandable to all participants or the spell has no effect (making literacy in a shared or common language a requirement for participation). Once the agreement has been signed, failure to abide by its terms will prove harmful to the offending party-- should a character intentionally or knowingly violate the terms of the agreement, that character must begin rolling POWx2 or less on 1D00 on every day that he or she is in breach of its terms; failure results in the loss of a single hit point. This roll is made daily until the character is again in compliance with the magical agreement. This spell is often used in commerce or by diplomats; even if the character has no immediate use for such a spell himself, there are almost always wealthy clients who would be willing to pay to have a known sorcerer cast this spell to seal an agreement on their behalf.
Critical Failure: The caster's POW is permanently reduced by one point. 00
Failure: The spell has no effect, although participants may not be aware of this at the time.
Critical Success: The caster's POW is permanently increased by one point. 01

Commune the Principality Unseen
DIF: 16     Casting Time: 1D10+20 minutes     Duration: 2D4-1 rounds
Required: Mirror or reflective surface*, 1 dose of Hellebore herb, dust gathered from a bookshelf, a fire or lit candle.
Description: Upon casting this (relatively) simple spell, the caster is able to question a demon of knowledge. The demon is not physically present at the caster's location-- the caster merely glimpses the demon in the mirror-- and thus, the demon cannot be bound in any way. Once per round while the spell is in effect, the caster may ask a simple 'yes or no' question of the demon, which will know the correct answer to the caster's question about (five times the caster's INT)% of the time. The demon of knowledge will never lie when answering the caster's 'yes or no' question if it knows the answer, but it may lie to the caster if the correct answer is not known. Note that this spell may be cast in any plane where magic functions normally, even if demons may not normally be summoned to that plane.
Critical Failure: The caster briefly makes contact with a demon of possession (POW rating equals 1D8+16), which will attempt to inhabit the caster's body. 97+
Failure: The mirror cracks/shatters/breaks (as appropriate) and the caster may not use any magic at all (including summoning or binding) for the next 24 hours.
Critical Success: Design the demon of knowledge normally (as per the basic Stormbringer rules, using twice the character's statistics as its base, but with no modifications to the demon's POW), and allow the character to make a single binding roll if he or she chooses. 02-

Concealing Mists of Spirit, Air, and Waters Pure
DIF: 14     Casting Time: 1D2 rounds     Duration: 1D4+1 hours
Required: Stem of a dandelion, tongue of a hummingbird, an open flame, a kettle of water*, several sprigs of mint
Description: This simple spell summons a dense fog within 3D10 minutes, which will last a further 1D4+1 hours. This fog is so thick that visibility is reduced to about five feet, which will effect the following skills: SEE skill reduced by 1/2, SEARCH skill reduced by -25%, CONCEAL rolls receive +20% bonus, HIDE increased by half its normal value, and NAVIGATE rolls succeed on a critical success only. Missile weapons may not be used unless the attacker has some way of knowing his target's exact location. This spell cannot be cast underground, and most intelligent beings will recognize the sudden, unnatural nature of the fog as something magical or extranormal (unless such mists are typical of seasonal weather in the area).
Critical Failure: None possible. As "Failure."
Failure: The caster must roll POWx2 or less on 1D100 or age 1D100 years within a single round. The effects of aging are given on pp. 25-26 of the Stormbringer rules, though rapidly aging in this manner will not increase the character's Knowledge bonus in any way. If any skills are modified downward to less than -50% once ability bonuses are added, the character will crumble to dust instantly.
Critical Success: The caster may maintain the mystical fog for as long as he or she concentrates. 08-

Dedicate the Wealden Aspect
DIF: 22     Casting Time: 2D2+3 days     Duration: Special.
Required: Large block of hard wood (man-sized or larger), saw*, chisel*, hammer*, paint or ink for inscribing runes*, two quail's eggs, the blood of a newborn calf, the pelt of a spring hare
Description: The caster fashions a crude wooden statue which, at the end of the required casting period, will animate and serve the caster as needed. The aspect's game statistics are as follows: STR 3D6+6, CON 4D6, SIZ 7 or larger (as desired by the caster, and equal to the SIZ of the block of wood used to cast this spell), INT 1, POW 1, DEX 3, Hit Points CON + SIZ, Armor 2D10, Attack (3D6 Punch) 25%. The aspect takes x4 damage from fire and does not recover hit points lost for any reason-- once they're gone, they're gone. This aspect will serve the caster faithfully until it has been physically destroyed or until the caster has released it, at which point it will sigh and return to being a normal carved wooden statue bearing no signs of life. If the aspect is destroyed through loss of hit points, the caster takes damage identical to the single wound which felled the creature (armor does not protect). Each caster may create only one wealden aspect at a time.
Critical Failure: The aspect immediately attacks the caster, and will hunt the caster relentlessly for so long as it exists. The caster cannot choose to release the aspect from service, ending the spell early, if this occurs. 95+
Failure: The aspect is a twisted, paltry thing. Divide all statistics (including hit points) by 10 (rounded up). The aspect's punch only delivers 1D3-1 damage. The caster cannot choose to release the aspect from service, ending the spell early, if this occurs.
Critical Success: The caster can attempt to create and control another wealden aspect (or a third, or a fourth, and so on, as long as he or she continues to make critical success rolls in the creation of all of his current wealden aspects), even though this aspect remains in existence. 03- 

Directed Spirit of Reductive Essences
DIF: 25     Casting Time: (1D4) x (1D4) hours     Duration: (Casting time) times 4D6
Required: A bound elemental of the appropriate type (see below), a ceremonial dagger*, a brazier of hot coals (+1)*, a basin or urn of fresh water (+1)*, a large silken banner or flag (+1)*, a large flat stone (+1)*.
Description: By sacrificing a particular type of elemental, the caster is able to invoke a corresponding meteorological, geographical, or hydrological event. This effect will not be centered upon the caster, but will instead affect the entire country or region in which the spell was cast. The type of effect is dependent upon the type of elemental sacrificed:

                         Elemental Type               Desired Effect (choose one)
                              Fire                     Wildfire, volcanic eruption, heat wave, etc.
                              Water                        Floods, rain, fog, tidal wave, etc.
                              Earth                      Earthquakes, landslides, sinkholes, etc.
                              Air                       Thunderstorms, cyclones, strong wind, etc.

The chosen effect (or its after-effects) will last until the spell has expired. This duration is not in any way under the caster's control. In effect, this spell is a potent curse, capable of wreaking havoc or even laying waste to large areas.
Critical Failure: All of the possible listed effects for the sacrificed elemental type occur at the same time, and will be centered upon the caster's location. These effects will follow the caster for the spell's duration, regardless of any attempt to flee them. Additionally, the caster has angered the ruler of that Element. If the caster has acquired Elan through worship of that particular elemental ruler, it is lost, and the character may gain no more Elan for 1D10 days. If the character has no Elan for this elemental ruler, he or she will be attacked by at least one elemental of the appropriate type daily until he or she has somehow atoned for this transgression. 96+
Failure: The spell has no effect.
Critical Success: The character has pleased the appropriate Elemental Ruler. If the character is an agent or priest of that elemental god, he or she gains 2D6 points of Elan immediately. Otherwise, the character will be gifted with an unbound elemental servant, which will serve the character for 1D4 days before departing and who will not count against the caster's limits for bound entities. In either case, the character has a 10% chance of gaining 1D3 permanent points of POW. 02-

Divine the Summoner's Mind
DIF: special (see below)     Casting Time: 1D4+1 hours     Duration: N/A
Required: An item which contains a bound elemental, demon, or virtue*, 1 dose of Hellebore (+3), a reflective surface (usually a mirror, pool of water, or crystal ball) to peer into (+5)*, a lock of hair from a deceased sorcerer.
Description: This spell enables the caster to learn about a particular magic item. Successful casting of this spell reveals the name of the conjurer who created the item, when the item's binding was performed, what type of entity is bound within (including that entity's specific powers), the entity's name (if applicable), power
words required to activate the item (if applicable), and the general circumstances surrounding the item's creation. The DIF of casting this spell is equal to the POW of the entity bound to the item (or the highest POW, if more than one entity is so bound). It is possible to use this spell to divine to purpose and above information of a magic item which does not contain a bound entity, though in this case the DIF of such an attempt will always be D10+15.
Critical Failure: The caster loses one point of POW, the bound entity may attempt to break its binding by challenging the caster in a POW vs. POW battle, and as "Failure." 00
Failure: The information gained will be inaccurate, unreliable, and misleading.
Critical Success: If possible, the item will function better for the caster than for anybody else (the GM should assign a modifier or special effect that only the caster will receive from this item in order to reflect 01
this), and the caster gains one point of POW.

Dharzi Gibber-Speech
DIF: 20     Casting Time: 2D4-1 rounds     Duration: 1d4+1 rounds
Required: Skin, feathers, or hide of the appropriate animal (enough to cover caster)*, caster knows how to speak Orgjenn (+2)*.
Description: The caster gains the ability to "speak" (and understand) the language of one type of animal for a very limited time. Once per round, the caster may ask the animal a simple question; the GM, speaking for the animal, must either provide a 'yes or no' answer or answer in a pidgin sentence comprised of a single noun and a single verb (e.g., "man come," "me hungry," or "see monster"). The animal will tell the player the truth (as it understands the truth) unless the GM determines there to be a good reason for the animal to lie
(very rare for wild animals and merely unusual for domesticated animals). The animal will not undertake tasks
or perform favors for the caster, and this spell cannot be used on any animal which is hostile towards the caster (GM's option). To observers, it will sound like the caster is making animal noises and causing the animal to make noises in response.
Critical Failure: The animal will immediately attack the caster if this is its nature, will attempt to escape if it is not inclined to attack, and will refuse to engage the caster in conversation if it is unable to flee. 98+
Failure: The animal is unable to understand the caster's quacks/chirps/meows and will not respond in an intelligible manner.
Critical Success: For the duration of the spell, the caster understands the animal so fluently that the GM can express the animal's answers in normal, conversational English. 08-

Drawing Down the Portal Unknown
DIF: 60 (see below)   Casting Time: (1D3) x (1D12) hours
              Duration: 1D4 rounds
Required: One dose of Hellebore per sorcerer participating in ritual, an enormous gong or large temple bell*, a doorway or archway large enough to step through*, ritual is performed upon a clean, flat floor (+1), ink or paint to inscribe runes (+3)
Description: This spell opens a temporary gate to another location-- possibly even to another plane of existence. Exactly where this portal leads is up to the GM. Unlike other spells, this ritual may be cast by several sorcerers cooperating together under the direction of the sorcerer who knows this spell; the POW of each additional sorcerer (after the first) is subtracted from the spell's DIF (to a minimum of 23). Once the portal has been opened, characters must actually 'step through' in order to discover where it leads.
Critical Failure: The spell opens a gate to one of the Yellow Hells or some other plane of eternal torment. Anyone crossing the portal's threshold is assured of endless damnation (create a new character). 95+
Failure: The primary caster loses 1D4 points of POW. All other casters taking part in the ritual lose 1D3-1 points of POW.
Critical Success: The primary caster is allowed to choose where the open portal leads (either a specific location on the caster's plane, a general description of another plane, or a specific plane of reality if its name is known). 08-

Embodiment of the Homunculus
DIF: 22     Casting Time: 24 hours     Duration: N/A
Required: A quantity of the caster's own blood (at least 1 hit point), 1 dose of Hellebore, a thumb-sized lump of clay, a small gong*, a living lizard or snake, a lit oil lamp, a washbasin filled with water, a brass whistle*, caster is able to summon demons of knowledge (+4)
Description: This spell is used to summon a homunculus-- a highly-specialized demon of knowledge-- and bind that demon to the caster's own body. Once this has been accomplished, the homunculus will magically appear before the caster whenever the brass whistle is sounded. The homunculus has the following special qualities:

  1. The homunculus' stats are derived as follows: STR 1D3+1, CON 2D4, SIZ 1D2, INT 3D6+12, POW 3D3+1, DEX 1D10+20, CHA 1D2+1. Hit Points are based on CON, modified normally by SIZ (though the creature will have a minimum 1D3 hit points when summoned, if CON modified by SIZ results in a number of less than or equal to 1). The creature has the following skills, which are modified normally by bonuses: DODGE 5D10+50%, TUMBLE 1D10+60%, LISTEN 1D20+80%, HIDE 2D20+40%, EVALUATE TREASURE 90%, MEMORIZE 4D20+20%, MUSIC LORE 1D20+80%, PLANT LORE 3D10+35%, POISON LORE 1D100%, and SPEAK COMMON at 100%.
  2. The homunculus' POW rating is added to the caster's whenever the two are physically in the same location. If this addition to the caster's POW is sufficient to increase the caster's rank of sorcery, then the caster may also operate at that rank whenever the two are together, provided that the caster has done the requisite study to advance to that rank (this increase in sorcerous rank is temporary, and is not retained whenever the two are apart, or if the homunculus is ever slain).
  3. The caster can hear anything that the homunculus hears, as long as the two are no more than 1 mile apart from each other. To use this ability, the caster must spend 1D10 minutes entering a trance-state, and must concentrate fully upon his link with the homunculus in order to maintain it (the link is severed if the caster is distracted for any reason, such as combat).
  4. If the homunculus takes damage for any reason, a like amount of damage is taken by its caster. If the homunculus is ever slain, its CON rating is permanently subtracted from the caster's own CON (resulting in a corresponding loss of his or her own hit points). For this reason, most sorcerers guard their homunculi very carefully, even going so far as to garb it in demonic (or even virtuous) armor.
  5. If a homunculus' master is ever slain, the creature is also destroyed.
Homunculi will never fight for any reason, tending to cower and cringe when threatened with violence. When not needed by their masters, they will return to the safety of their home plane; they can only be recalled with a whistle-call on the brass whistle which was used in their creation. If this whistle is lost or destroyed, the homunulus will never return to its master, and is considered released from servitude. No caster may be served by more than one homunculus at a time.
Critical Failure: The homunculus so created is an especially weak and pathetic example of its breed; reduce all statistics, with the exception of CON, to a rating of exactly 1 point.  All skills are reduced to one-tenth their normal starting value (rounded up). The creature will have at least 1 Hit Point. 00
Failure: Reduce the caster's POW by 1d3 points. The spell has no effect.
Critical Success: The homunculus so created is a prince among its own kind; starting POW is equal to 1D6+12, although the homunculus will still only add 3D3+1 to the caster's POW rating when it and the caster are together-- roll each time a POW roll is made). If the homunculus qualifies to be a sorcerer, it may begin the game as a sorcerer of the appropriate rank in its own right; demons and elementals bound by the homunculus do not count against the caster's own limit, but are limited normally by the homunculus' own CHA rating. 02-

Evocation of Blinded Cognition
DIF: special (see below)     Casting Time: 1D2 hours     Duration: special (see below)
Required: mistletoe gathered by moonlight, black clothing for all to be affected*, 1 dose of Hellebore per person to be affected, crushed and powdered moth wings, the eyes of an owl or hawk, two drams of mercury sulfate.
Description: The caster obscures the target (or targets) of the spell from visible sight. Note that the target(s) are not technically invisible; rather, the target(s) are much less likely to be noticed or observed by anybody else who is watching. The DIF of this spell is 22, plus 4 for each additional character to be obscured (thus, the caster could obscure himself and two other characters with a DIF of 30). The duration of this spell is equal to the caster's POW divided by four, in hours, which is further divided by the total number of characters to be obscured using this enchantment (although the caster may dispel this magic sooner than this, should he or she elect to do so). Any others rendered unseen by means of this spell become plainly obvious again if they become separated from the caster, or if they or the caster were to physically attack another person, but everyone affected by this spell is able to see each other normally. Any person who is actively looking for the unseen characters who crosses paths with them may be able to spot them by beating the caster in a POW vs. POW battle. This spell will not fool demon wards, guardians, or demons of knowledge, nor will it affect animals or beasts which hunt using a sense other than sight.
Critical Failure: The caster becomes insubstantial, with no physical form and no ability to interact with the physical world-- all clothes and belongings drop to the ground, and the caster disappears forever. No others are affected by the spell. 95+
Failure: The caster and any others so affected believe themselves to be obscured, but the spell actually has no effect whatsoever.
Critical Success: The caster and any others so affected cannot be detected by any means whatsoever, even using senses other than sight, and including detection by demon wards, guardians, or demons of knowledge. 02-

Grim Rescission of Mortal Devastation
DIF: varies (see below)     Casting Time: 3D10+30 minutes     Duration: N/A
Required: Three petals from a pure white lilac, the fingernail of a hanged man, bandages, perfume or scented oils, the liver of a large goat or swine, a chalice of solid silver*, a (mostly) intact body to be revived.
Description: This spell literally allows the caster to raise the dead. Such a feat does not come without a price, however-- the caster must permanently sacrifice 1 point of POW before even attempting to cast the spell. Additionally, subjects so raised seldom return to the land of the living with all of their mental faculties intact (in game terms, INT and POW are each reduced by 1D3, all 'mental' skill ratings-- including summoning ability-- are reduced by 3D10 percentage points, CHA is reduced to a new maximum rating of 1D6, and DEX and CON are each reduced by one point for each day that the spell's subject was deceased beyond the first). The DIF of this spell is based upon its target's POW at the time of death, making fellow sorcerers more difficult to revive.
Critical Failure: The caster permanently loses an additional 1D4-1 points pf POW, and the deceased target of the spell instantly crumbles into dust. 99+
Failure: The caster permanently loses an additional 1D2-1 points of POW, but the spell functions normally.
Critical Success: The revived character will become terrified of the caster, and can be intimidated into fearfully obeying the caster's verbal commands if the caster succeeds in a POW vs INT roll whenever a command is so given. 06-

To be continued....

Characters from Thetis for the Firefly Roleplaying Game

Howdy!  It's been a spell. In previous blog posts ( here and here ), I provided some game stats from James Lovegrove's novel Big ...